Cloud Imperium Games
Level Design – Outposts
Level Design, for me, is about creating memorable player experiences through thoughtfully crafted spaces. From tense combat encounters to quieter social hubs, I enjoy designing environments that are engaging, intuitive, and support both gameplay and narrative. During my time on the Persistent Universe design team I was fortunate enough to work on many different games spaces. With the release of 4.0 approaching I was able to create 3 Outposts for the Pyro System which were designed for Social, Combat and Logistics. The outposts were designed modularly using existing brushes which allowed me to have full authored Level Design.
Level Design – Onyx Facility
For Star Citizen’s Onyx Facility, I was responsible for creating a wide range of modular side rooms, along with combat spaces and environmental puzzles. These side rooms included medical bays, security offices, maintenance areas, laboratories, offices, and many other supporting spaces that helped make the facility feel believable and varied.
Alongside this, I designed combat encounters throughout the facility and collaborated on the final science laboratories, helping to shape both the gameplay and overall player experience.
The Onyx Facility was built to support a Deep Dungeon style of gameplay, encouraging players to explore, tackle challenges at their own pace, and choose when to extract, creating a more player-driven experience.
Narrative Design – Squadron 42
Taking ownership of a non-combat, narrative-driven chapter, ensuring the player experiences a seamless and engaging journey from start to finish. This involved creating and maintaining mission logic and mission flow, implementing narrative scenes in a natural and immersive way, and supporting pause, resume and abandon states throughout the player experience. I was responsible for ensuring narrative scenes played seamlessly in-game, with NPCs transitioning smoothly from performance capture into AI-driven behaviours. Alongside maintaining clean, up-to-date scripting standards, I worked closely with AI Content, Art, Animation, Cinematics, Gameplay Story and Audio teams to plan, implement and maintain content throughout development.
2014 – 2026
Star Citizen Onyx Facility – Siderooms (Maintenance, Power, Labs, Medical, Security, Offices) through out the entire Facility. Carefully curated Combat bubbles, General LD Mark-Up (LedgeGrabs, Usable & Nevmesh) – https://youtu.be/gYK9rT9ZQOM?t=357
Pyro Release Distribution Centre – General LD Mark-Up (LedgeGrabs, Usable & Nevmesh) – https://youtu.be/CCni-5nDOWQ
Outpost Creation: – Frigid Knot – Level Design & AI Setup (LedgeGrabs, Usable & Nevmesh) – https://youtu.be/oU09lSpfYJ4
Bullock’s Reach – Level Design & AI Setup (LedgeGrabs, Usable & Nevmesh) – https://youtu.be/pcth1x0yPFQ
Kabir’s Post – Level Design & AI Setup (LedgeGrabs, Usable & Nevmesh) – https://youtu.be/xD8gwB5F3Gc
Cave Bunkers – Level Design, AI Setup & Loot+Ledge Markup (LedgeGrabs, Usable & Nevmesh) – https://www.youtube.com/shorts/XoI1qhbQKt0?
Squadron 42 2021 – 2023 Undisclosed Ship Social interstitials – AI setup and Logic using Subsumption – Due to the NDA of the project i cannot disclose my exact involvement. However, a little of the work I inherited is featured in this Trailer – https://www.youtube.com/watch?v=ki0aKYyFUBc
Live Performances
GamesCom 2015 / 2016 / 2017
CitizenCon 2015 / 2017 / 2018 / 2019 – (https://youtu.be/mIfhZYFxS-Q?t=147)
Principle QA Tester Embedded working on testing Lumber Yard Editor + Track View Creating test maps for both Cinematics design and bug reproductions
QA Lead Leading/Managing of the DEQA Team Senior QA Senior QA tester and Lead on the Star Marine FPS module and Arena Commander Module